https://dwarffortresswiki.org/api.php?action=feedcontributions&user=91.64.128.66&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T08:38:33ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&diff=189509v0.34:Minecart2013-07-05T22:19:03Z<p>91.64.128.66: /* Capacity and weights */ table misformat fixed</p>
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<div>{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}<br />
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[fun|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].<br />
<br />
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.<br />
<br />
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.<br />
<br />
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.<br />
<br />
== Basic Minecart Usage ==<br />
The minecarts can be used to swiftly transport both dwarfs and large amount of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need a actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track from where the minecart will start and stop. <br />
<br />
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the carts movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stand at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called "Push/Haul Vehicles" and is turned on by default.<br />
<br />
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.<br />
<br />
===Capacity and weights ===<br />
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. <br />
<br />
'''Examples of the capacity of one cart'''<br />
{| class="wikitable"<br />
|-<br />
! Item<br />
! Amount<br />
|-<br />
| [[stone]]<br />
| 5<br />
|- <br />
| [[wood|log]]<br />
| 10<br />
|-<br />
| [[block]]/[[bar]]<br />
| 83<br />
|-<br />
| [[Kitchen|prepared meals]]<br />
| 500<br />
|-<br />
| [[Trap_component#Spiked_ball|spiked balls]]<br />
| 500<br />
|-<br />
| [[Weapon#Native_weapons|mace]]<br />
| 625<br />
|-<br />
| [[Weapon#Native_weapons|spears]]<br />
| 1250<br />
|-<br />
| [[cloth]]<br />
| 2500<br />
|}<br />
<br />
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. Though, the load of a minecart do affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.<br />
<br />
'''Weights of different carts'''<br />
{| class="wikitable"<br />
|-<br />
! Type of cart<br />
! Empty cart<br />
! Fully loaded (items)<br />
|-<br />
| oaken minecart <br />
| 28Γ<br />
| 378Γ (10 oak logs)<br />
|- <br />
| platinum minecart<br />
| 856Γ<br />
| 10482Γ (gold bars)<br />
|}<br />
<br />
=== Creating tracks ===<br />
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.<br />
<br />
====Simple tracks====<br />
<br />
'''Carved'''<br />
<br />
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.<br />
<br />
'''Constructed'''<br />
<br />
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips larger than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.<br />
<br />
====Ramps====<br />
<br />
'''Carved'''<br />
<br />
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)<br />
<br />
'''Constructed'''<br />
<br />
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.<br />
<br />
'''Examples of ramps'''<br />
<br />
A simple ramp would look like this: <br />
z +0 z +1<br />
░░░░ ░░░░<br />
═▲o ░▼═<br />
░░░░ ░░░░<br />
o : wall<br />
<br />
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the "below" direction and another one to the wall of the "upward" direction. If you wanted to change direction on a ramp from east to north:<br />
<br />
z +0 z +1 <br />
░░░░░ ░░░░░ <br />
░░░░░ ══╗░░ <br />
=▲░░ ░░▼░░ <br />
░░░░░ ░░░░░ <br />
<br />
you would need to connect the ramp on z +0 both to the west and to the north by issuing two "carve track" commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.<br />
<br />
=== Hauling route ===<br />
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.<br />
<br />
==== Route ====<br />
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.<br />
<br />
==== Track stop ====<br />
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.<br />
<br />
Track stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.<br />
<br />
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. <br />
<br />
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.<br />
* See [[#More_on_Track_stop |More on Track Stops]]<br />
<br />
===== Stockpile links =====<br />
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.<br />
[[#More_on_Track_stop| See More on Track stop]]<br />
<br />
===== Departure condition =====<br />
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:<br />
# A departure mode (Guide, Ride or Push).<br />
# A departure direction (NSEW).<br />
# A timer, before which the departure condition cannot be met.<br />
# Conditions on the amount of items in the cart.<br />
Departure conditions are created with the {{k|n}} key. A new departure condition will read: "guide north immediately when empty of desired items". This condition can be changed between basic presets with {{k|c}}. "Advanced" mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.<br />
<br />
To have a cart only carry a specific set of items, the stop can be set to only carry "desired" items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.<br />
<br />
=== Step-by-step tutorial ===<br />
<br />
Let's construct a simple minecart route. This route will move stone blocks from an input stockpile to an output stockpile. We'll begin by creating the stockpiles:<br />
<br />
[[File:minecart-example-1.png|Stockpiles designated.]]<br />
<br />
The input stockpile is on the left; the output stockpile is on the right. We'll be moving blocks from left to right. Disable bins in both stockpiles, and set the input stockpile to accept only from links. Then make the stockpile take from the mason's workshop where the blocks are being produced.<br />
<br />
Next, carve the track:<br />
<br />
[[File:minecart-example-2.png|Track carving designation.]]<br />
<br />
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control. Now, wait for your engravers to come along and carve the track into the stone. (Your haulers will probably also fill up the input stockpile while you wait.)<br />
<br />
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.<br />
<br />
[[File:minecart-example-3.png|Track carved.]]<br />
<br />
When the track has been carved, it will look like the above (the track will be solid instead of flashing). Now, order a track stop to be constructed next to the output stockpile:<br />
<br />
{|<br />
| [[File:minecart-example-4.png|Track stop designation.]]<br />
| [[File:minecart-example-5.png|Select dumping direction.]]<br />
|}<br />
<br />
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop. We want our blocks to be dumped into the output stockpile east of the track stop. Then wait for a mechanic to come along and build the track stop.<br />
<br />
[[File:minecart-example-6.png|Track stop constructed.]]<br />
<br />
Now we'll define the actual ''route''. This is done in the {{k|h}}auling menu. Press {{k|r}} to begin defining a route. Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:<br />
<br />
{|<br />
| [[File:minecart-example-7.png|Stop 1 designation.]]<br />
| [[File:minecart-example-8.png|Route definition, in progress.]]<br />
|}<br />
<br />
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:<br />
<br />
{|<br />
| [[File:minecart-example-9.png|Stop 2 designation.]]<br />
| [[File:minecart-example-10.png|Route definition, two stops.]]<br />
|-<br />
|<br />
| [[File:minecart-example-11.png|Stops are not defined yet.]]<br />
|}<br />
<br />
There are several user interface features to note at this point. The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them. In the lower right corner, we see what the {{DFtext|!|#ff0}} means. Also, note that the second stop is labeled in white, while the other two lines are grey. The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.<br />
<br />
Next we need to define what our stops do. We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return. Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up. By default, the stop has three conditions:<br />
<br />
[[File:minecart-example-12.png|Default stop definition.]]<br />
<br />
We don't want any of these, so press {{k|x}} three times to delete them. This leaves us with a blank stop. Now we can add the conditions we actually want. Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east. Then press {{k|c}} to change the condition from empty to full. This will instruct the minecart to be guided east when full of desired items.<br />
<br />
To set the desired items, we create a stockpile link. Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile. Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen. Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.<br />
<br />
When you've done all that, stop 1 should look like this:<br />
<br />
[[File:minecart-example-13.png|Stop 1, defined.]]<br />
<br />
Stop 2 is much simpler. All we need to do is have the minecart return to the input stop. So, make a condition and change the direction:<br />
<br />
[[File:minecart-example-14.png|Stop 2, defined.]]<br />
<br />
Finally, we just have to assign our minecart. Go back to the route definition screen, and press {{k|v}}. Select the minecart, and press {{k|Enter}}.<br />
<br />
Now we've got everything set up:<br />
<br />
[[File:minecart-example-15.png|Route, fully defined.]]<br />
<br />
The V is red because the minecart hasn't been moved onto the track yet. Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.<br />
<br />
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully. When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right. Automatic quantum dumping!<br />
<br />
=== Troubleshooting ===<br />
<br />
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu. <br />
<br />
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops <br />
<br />
'''Possible Causes:'''<br />
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.<br />
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.<br />
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.<br />
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp <b>and one square beyond</b> in the direction you want the track to go.<br />
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as "unusable". The solid block can be natural or constructed.<br />
* The desired/kept items might not be configured correctly.<br />
<br />
'''Symptom:''' The status '''0% <span style="color:#00dd00;">V</span>''' always appears to the right of one stop. <br />
<br />
'''Possible Causes:''' <br />
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like "Take from Stockpile #1".<br />
* The take conditions must correspond with the contents of the stockpile.<br />
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.<br />
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).<br />
<br />
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.<br />
* See [[#Quirks|Quirks]]<br />
<br />
=== Danger ===<br />
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.<br />
<br />
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now."<br />
<br />
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players.<br />
<br />
== Advanced usage and automation ==<br />
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with "track" condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. <br />
<br />
=== More on Track stop === <br />
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). <br />
<br />
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate. Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]). It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off. <br />
<br />
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface. Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available). Items falling on top of a minecart will '''not''' fall "inside" the minecart. Use with caution; dwarves have fragile skulls.{{bug|5945}}<br />
<br />
=== Automated propulsion ===<br />
==== Roller ====<br />
{{Machine component|name=Roller|key=r<br />
|construction=<br />
* 1 or more [[Mechanism]]s<br />
* 1 [[Rope]]<br />
|construction_job=<br />
* [[Mechanic|Mechanics]]<br />
|power=Uses 2 power per tile (independent of speed).<br />
}}<br />
<br />
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction and variable-speed, all traits that can be set at construction time; a roller uses two units of power per tile it is long. <br />
<br />
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.<br />
<br />
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps). For that matter, rollers themselves transfer power along their sides but not from their front or back (the edges on the track) - the opposite of how horizontal [[axle]]s work. Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.<br />
<br />
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &mdash; this allows a one-way track to be used in both directions. In addition, rollers do not affect minecarts when disengaged: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.<br />
<br />
Rollers cannot be powered from above.<br />
<br />
==== Impulse ramps ====<br />
Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.<br />
<br />
Example of straight impulse acceleration:<br />
<br />
{{diagram|spaces=yes|\<br />
▒▒▒▒▒▒▒▒▒▒<br />
═╚╚╚╚╚╚╚╚╚╚═<br />
═ : Normal track <br />
╔,╚,╗,╝ : N/E Track/Ramp<br />
}}<br />
<br />
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. <br />
<br />
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.<br />
<br />
Example of an impulse elevator:<br />
<br />
{{diagram|spaces=yes|\<br />
z +0 z +1 z +2 z +3<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
░╔░░░ ░▼╚╗░ ░░▼▼░ ░░░░░<br />
░╝░░░ ░▼░░░ ░░░╔░ ░░░▼░<br />
░▼▼░░ ░░░░░ ░░░╝░ ░╚╗▼░<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
<br />
░ : Wall<br />
╔,╚,╗,╝ : Track/Ramp<br />
▼ : Down Ramp (empty space)<br />
}}<br />
<br />
=== Controlling traffic ===<br />
<br />
==== Switching ====<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be <s>dangerous</s> [[fun]], however. <!-- How, exactly? --><br />
<br />
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.<br />
<br />
A rudimentary track switch can be constructed by building a T-junction as illustrated below.<br />
<br />
B╥ B╥<br />
║ ║<br />
║ -> ║<br />
║ ║<br />
A╞════╚════╡C A╞════R════╡C<br />
<br />
The 'R' is roller pushing from East to West.<br />
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.<br />
<br />
This switch has a disadvantage - it requires power. An alternative non-powered solution uses controlled derailment, or a connecting bridge.<br />
<br />
B╥<br />
║<br />
║<br />
A╞════╝D ════╡C<br />
<br />
Here the track between A and C is not continuous. The only continuous track is A->B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).<br />
<br />
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C. <br />
B╥<br />
║<br />
║<br />
A╞════bbb════╡C<br />
The bridge must overlap the corner so that it acts as if a T junction track when extended. When retracted, the corner reappears, so the slower carts will continue to B.<br />
<br />
==== Controlling Speed ====<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
<br />
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:<br />
<br />
Will derail at > 0.5 m/s:<br />
<br />
in ═╗-> <br />
out<br />
<br />
Will not derail at > 0.5 m/s:<br />
<br />
in ═╗O<br />
|<br />
v<br />
out<br />
<br />
O is wall.<br />
<br />
This behavior can be used to build a "speed limiter", that will ensure that when a minecart exits it is traveling below derail speed:<br />
<br />
OOOO<br />
in ═╔═╗O<br />
out ═╬═╝O<br />
O╚S╝O<br />
OOOOO<br />
<br />
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.<br />
<br />
=== Loading liquids ===<br />
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.<br />
<br />
== Quirks ==<br />
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.<br />
<br />
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.<br />
<br />
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.<br />
<br />
== Physics ==<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
<br />
Minecart physics depend greatly on the departure mode set in the route stop conditions.<br />
<br />
When set to "Push" or "Ride", minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.<br />
<br />
The difference between "Push" and "Ride" is whether the dwarf will go along with the cart or not. When set to "Push", the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to "Ride", the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.<br />
<br />
When set to "Guide", minecarts seem to ignore all laws of physics. They:<br />
*Ignore the weight of any and all items inside. Therefore:<br />
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.<br />
*Ignore working rollers.<br />
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.<br />
*Will go up ramps like nobody's business.<br />
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.<br />
<br />
Some samples with behavior:<br />
<br />
A <-> B A <-> C A <-> B<br />
B╥ B╥ B╥ <br />
║ ║ ║ <br />
A╞══╝ A╞══╩══╡C A╞══╬╗<br />
You can only go A->B ╚╝<br />
Works when the cart Works <br />
is in Guide mode. <br />
<br />
In the second example above, if you attempt to "Push" from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].<br />
<br />
=== Skipping ===<br />
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].<br />
<br />
=== Track Jumping ===<br />
If a minecart encounters the end of the track or a T junction with no "exit" in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.<br />
<br />
=== Falling ===<br />
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.<br />
<br />
=== Stacking ===<br />
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.<br />
<br />
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.<br />
<br />
=== Numbers behind the scene ===<br />
<br />
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:<br />
<br />
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.<br />
<br />
Every tick the cart accumulates distance units, as well as slows down depending on current title (speed is reduced by "friction" of the tile). Once cart accumulates 100000 distance units, it moves to the next tile (or several tiles in case of great speed). Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.<br />
<br />
When cart is pushed, it will start in the middle of the next tile (so it takes only half of 100.000 to get past it), with the speed of 20000-10 = 19990.<br />
<br />
Friction of tiles:<br />
{| class="wikitable"<br />
|-<br />
! Tile<br />
! Friction<br />
! Comment<br />
|-<br />
| Tracks<br />
| 10<br />
|-<br />
| Ground/Floor<br />
| 200<br />
|-<br />
| Unusable ramp<br />
| 10<br />
|-<br />
| Upwards ramp<br />
| 4910 (4900+10)<br />
|-<br />
| Downwards ramp<br />
| -4890 (4900-10)<br />
|-<br />
| Corner track <br />
| 10<br />
| Speed reduced by 1000 upon leaving the corner tile<br />
|-<br />
| Track stop (highest)<br />
| 50000<br />
|-<br />
| Track stop (high)<br />
| 10000<br />
|-<br />
| Track stop (medium)<br />
| 500<br />
|-<br />
| Track stop (low)<br />
| 50<br />
|-<br />
| Track stop (lowest)<br />
| 10<br />
|-<br />
| Water<br />
| Additional (WaterLevel - 1) * 100<br />
| [[#Skipping|See Skipping]]<br />
|-<br />
| Magma<br />
| Additional (WaterLevel - 1) * 500<br />
| [[#Skipping|See Skipping]]<br />
|-<br />
| Empty space<br />
| 0<br />
|}<br />
<br />
== Adventure mode ==<br />
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])<br />
<br />
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.<br />
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).<br />
# You will be presented with the following options:<br />
[[File:minecart adventure mode menu.png|left]]<br />
{{clear}}<br />
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. <br />
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.<br />
<br />
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})<br />
<br />
== Bugs ==<br />
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.<br />
*Tracks block wagon access to trade depots.{{bug|6040}}<br />
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).<br />
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}<br />
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]] or [[trade|traded away]].{{bug|6242}}<br />
<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Interface}}<br />
<br />
[[ru:Minecart]]</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&diff=189508v0.34:Minecart2013-07-05T22:07:35Z<p>91.64.128.66: /* Capacity and weights */ the weight examples felt rather arbitrary. Offered a typical example for a fairly lightweight but still fully loaded cart.</p>
<hr />
<div>{{quality|Masterwork|22:56, 17 March 2013 (UTC)}}{{av}}{{Buggy}}<br />
A '''minecart''' is a [[tool]] used mostly for [[hauling]], which was introduced in version 0.34.08. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]] (using the [[Metal crafter|Metalcrafting]] labor.) Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantages of requiring a dedicated track network, a complex route planning phase, and the possibility of dwarves [[fun|blundering into the path of carts filled with lead ore]]. Above-ground tracks are possible, but more difficult due to their additional [[building material|material requirements]].<br />
<br />
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.<br />
<br />
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.<br />
<br />
The invention of minecarts revolutionized the [[minecart logic|Science of Dwarfputing]] by enabling smaller, faster logic systems to be built.<br />
<br />
== Basic Minecart Usage ==<br />
The minecarts can be used to swiftly transport both dwarfs and large amount of items, but before you have a functional minecart there are several preconditions that need to be met. First of all you need a actual minecart, constructed either in a [[carpenter's workshop]] or [[metalsmith's forge]]. For the minecart to be able to move you also need to carve or construct a track, which could be as simple as a straight line. Finally you need to construct stops on your track from where the minecart will start and stop. <br />
<br />
After you have created the stops and assigned a cart to the track, you must create logic routes connecting several stops and designate starting conditions for each stop. This is done with the {{k|h}}auling key. The most basic conditions are how the carts movement is initiated and in which direction the cart should start moving. Carts can be either be Pushed (a dwarf stand at a stop and gives the cart a single push) or Guided (a dwarf continually pushes the cart forward, guiding it along the track). The [[hauling]] [[labor]] required for pushing and guiding carts is called "Push/Haul Vehicles" and is turned on by default.<br />
<br />
To control which items to transport you can add conditions specifying: (1) which kind of items to be loaded, and unloaded, (2) stockpile links to define which stockpile(s) the items should be un/loaded to and from.<br />
<br />
===Capacity and weights ===<br />
Minecarts have five times the [[Weight|capacity]] of [[wheelbarrow]]s. <br />
<br />
'''Examples of the capacity of one cart'''<br />
{| class="wikitable"<br />
|-<br />
! Item<br />
! Amount<br />
|-<br />
| [[stone]]<br />
| 5<br />
|- <br />
| [[wood|log]]<br />
| 10<br />
|-<br />
| [[block]]/[[bar]]<br />
| 83<br />
|-<br />
| [[Kitchen|prepared meals]]<br />
| 500<br />
|-<br />
| [[Trap_component#Spiked_ball|spiked balls]]<br />
| 500<br />
|-<br />
| [[Weapon#Native_weapons|mace]]<br />
| 625<br />
|-<br />
| [[Weapon#Native_weapons|spears]]<br />
| 1250<br />
|-<br />
| [[cloth]]<br />
| 2500<br />
|}<br />
<br />
The weight of the loaded minecart does not affect the initial velocity received from pushing or launching from a roller. Though, the load of a minecart do affect whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.<br />
<br />
'''Weights of different carts'''<br />
{| class="wikitable"<br />
|-<br />
! Type of cart<br />
! Empty cart<br />
! Fully loaded (items)<br />
|-<br />
| oaken minecart <br />
| 28Γ<br />
| 378Γ (10 oak logs)<br />
|- <br />
| platinum minecart<br />
| 856Γ<br />
| 10482Γ (gold bars)<br />
| <br />
|}<br />
<br />
=== Creating tracks ===<br />
The tracks, which the minecarts travels on, can be built in two ways: Engraved/carved or constructed. The way the tracks are built is slightly different between the two, as explained below.<br />
<br />
====Simple tracks====<br />
<br />
'''Carved'''<br />
<br />
A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings, and T-junctions is as simple as designating another strip of track that overlaps an existent or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor (that can be re-engraved if necessary), or by building a [[floor]] on top and subsequently removing it.<br />
<br />
'''Constructed'''<br />
<br />
Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]], or [[block]] for construction, and time-consuming, since you can't designate strips larger than 10 tiles at a time. Corners, crossings, T-junctions, and ramps also have to be designated individually. However, it is usually the only way to build tracks above ground or on soil (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.<br />
<br />
====Ramps====<br />
<br />
'''Carved'''<br />
<br />
The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the track '''starting on the ramp and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently; removing it will disconnect the track.)<br />
<br />
'''Constructed'''<br />
<br />
When constructing track ramps, the stated direction should be the same as the connected tracks. For example, a track going up from West to East would require, starting from the West, a Track (EW), a Track/Ramp (EW) and a Wall behind the ramp. Incorrectly placed ramps result in minecarts ignoring the ramp and crashing into the supporting wall. They will not, however, display as unusable as when the supporting wall is missing.<br />
<br />
'''Examples of ramps'''<br />
<br />
A simple ramp would look like this: <br />
z +0 z +1<br />
░░░░ ░░░░<br />
═▲o ░▼═<br />
░░░░ ░░░░<br />
o : wall<br />
<br />
Carving track corners into ramps is rather unintuitive and complicated. Since engraving tracks always requires two tiles to connect in a straight line as input, you have to give two separate designations for a single job: a track bit from the ramp tile to the "below" direction and another one to the wall of the "upward" direction. If you wanted to change direction on a ramp from east to north:<br />
<br />
z +0 z +1 <br />
░░░░░ ░░░░░ <br />
░░░░░ ══╗░░ <br />
=▲░░ ░░▼░░ <br />
░░░░░ ░░░░░ <br />
<br />
you would need to connect the ramp on z +0 both to the west and to the north by issuing two "carve track" commands, one selecting the ramp and the track tile to the west, and another connecting the ramp tile with the wall to the north. An engraver would then carve a NW track corner into the ramp, allowing carts to pass the corner correctly both going up and down. Such track corners are perfectly serviceable for guided carts, but moving down a route of several of them by pushed or ridden cart is problematic - the ramp-induced acceleration can easily lead to collisions with walls, dropping all contents of the cart and battering the rider.<br />
<br />
=== Hauling route ===<br />
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.<br />
<br />
==== Route ====<br />
New routes are created with the {{k|h}}auling key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.<br />
<br />
==== Track stop ====<br />
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.<br />
<br />
Track stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.<br />
<br />
Each new stop get the same default conditions regardless of the track it is placed upon (e.g. guide the cart to the north). For this reason new stops might get marked by yellow exclamation marks ({{DFtext|!|#ff0}}) due to invalid directions. <br />
<br />
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.<br />
* See [[#More_on_Track_stop |More on Track Stops]]<br />
<br />
===== Stockpile links =====<br />
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.<br />
[[#More_on_Track_stop| See More on Track stop]]<br />
<br />
===== Departure condition =====<br />
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:<br />
# A departure mode (Guide, Ride or Push).<br />
# A departure direction (NSEW).<br />
# A timer, before which the departure condition cannot be met.<br />
# Conditions on the amount of items in the cart.<br />
Departure conditions are created with the {{k|n}} key. A new departure condition will read: "guide north immediately when empty of desired items". This condition can be changed between basic presets with {{k|c}}. "Advanced" mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.<br />
<br />
To have a cart only carry a specific set of items, the stop can be set to only carry "desired" items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.<br />
<br />
=== Step-by-step tutorial ===<br />
<br />
Let's construct a simple minecart route. This route will move stone blocks from an input stockpile to an output stockpile. We'll begin by creating the stockpiles:<br />
<br />
[[File:minecart-example-1.png|Stockpiles designated.]]<br />
<br />
The input stockpile is on the left; the output stockpile is on the right. We'll be moving blocks from left to right. Disable bins in both stockpiles, and set the input stockpile to accept only from links. Then make the stockpile take from the mason's workshop where the blocks are being produced.<br />
<br />
Next, carve the track:<br />
<br />
[[File:minecart-example-2.png|Track carving designation.]]<br />
<br />
Note that the ends of the designation are uniquely shaped; this is automatic, and not anything you need to control. Now, wait for your engravers to come along and carve the track into the stone. (Your haulers will probably also fill up the input stockpile while you wait.)<br />
<br />
In addition, while we're waiting for that to happen, we'll build an iron minecart in the forge.<br />
<br />
[[File:minecart-example-3.png|Track carved.]]<br />
<br />
When the track has been carved, it will look like the above (the track will be solid instead of flashing). Now, order a track stop to be constructed next to the output stockpile:<br />
<br />
{|<br />
| [[File:minecart-example-4.png|Track stop designation.]]<br />
| [[File:minecart-example-5.png|Select dumping direction.]]<br />
|}<br />
<br />
You must press {{k|d}} three times to select the dumping direction ''before'' placing the track stop. We want our blocks to be dumped into the output stockpile east of the track stop. Then wait for a mechanic to come along and build the track stop.<br />
<br />
[[File:minecart-example-6.png|Track stop constructed.]]<br />
<br />
Now we'll define the actual ''route''. This is done in the {{k|h}}auling menu. Press {{k|r}} to begin defining a route. Next, move the cursor to the input end of the track, and then press {{k|s}} to define the first stop:<br />
<br />
{|<br />
| [[File:minecart-example-7.png|Stop 1 designation.]]<br />
| [[File:minecart-example-8.png|Route definition, in progress.]]<br />
|}<br />
<br />
Move the cursor again, to the output end of the track, and press {{k|s}} again to define the second stop:<br />
<br />
{|<br />
| [[File:minecart-example-9.png|Stop 2 designation.]]<br />
| [[File:minecart-example-10.png|Route definition, two stops.]]<br />
|-<br />
|<br />
| [[File:minecart-example-11.png|Stops are not defined yet.]]<br />
|}<br />
<br />
There are several user interface features to note at this point. The stops have been positioned, but they haven't been ''defined'' yet, so there is a warning {{DFtext|!|#ff0}} symbol by each of them. In the lower right corner, we see what the {{DFtext|!|#ff0}} means. Also, note that the second stop is labeled in white, while the other two lines are grey. The white text is a selection indicator, and can be moved up and down by pressing {{k|+}}/{{k|-}}.<br />
<br />
Next we need to define what our stops do. We want the minecart to be filled with blocks at the first stop, then travel to the second stop where it will dump its cargo, and then return. Press {{k|-}} to move the selection up to stop 1, and {{k|Enter}} to open it up. By default, the stop has three conditions:<br />
<br />
[[File:minecart-example-12.png|Default stop definition.]]<br />
<br />
We don't want any of these, so press {{k|x}} three times to delete them. This leaves us with a blank stop. Now we can add the conditions we actually want. Press {{k|n}} to begin adding the first condition, then {{k|d}} twice to change the direction from north to east. Then press {{k|c}} to change the condition from empty to full. This will instruct the minecart to be guided east when full of desired items.<br />
<br />
To set the desired items, we create a stockpile link. Press {{k|s}}, then move the cursor to the input stockpile, then press {{k|p}} to select that stockpile. Now press {{k|Enter}}; this opens up a selection screen that resembles the stockpile customization screen. Move down to Blocks, {{k|e}}nable them, then (if you wish) restrict it to stone blocks.<br />
<br />
When you've done all that, stop 1 should look like this:<br />
<br />
[[File:minecart-example-13.png|Stop 1, defined.]]<br />
<br />
Stop 2 is much simpler. All we need to do is have the minecart return to the input stop. So, make a condition and change the direction:<br />
<br />
[[File:minecart-example-14.png|Stop 2, defined.]]<br />
<br />
Finally, we just have to assign our minecart. Go back to the route definition screen, and press {{k|v}}. Select the minecart, and press {{k|Enter}}.<br />
<br />
Now we've got everything set up:<br />
<br />
[[File:minecart-example-15.png|Route, fully defined.]]<br />
<br />
The V is red because the minecart hasn't been moved onto the track yet. Some dwarf will have to haul it from the forge to the first stop, by hand; this will take a while, especially if the forge is far away.<br />
<br />
Once the minecart is in place, dwarves should fill it with blocks from the input stockpile, which will in turn be filled with blocks from the workshop where your mason has been toiling dutifully. When the minecart is full, the blocks will be dumped into the 1x1 stockpile on the right. Automatic quantum dumping!<br />
<br />
=== Troubleshooting ===<br />
<br />
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu. <br />
<br />
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops <br />
<br />
'''Possible Causes:'''<br />
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.<br />
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.<br />
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.<br />
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp <b>and one square beyond</b> in the direction you want the track to go.<br />
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as "unusable". The solid block can be natural or constructed.<br />
* The desired/kept items might not be configured correctly.<br />
<br />
'''Symptom:''' The status '''0% <span style="color:#00dd00;">V</span>''' always appears to the right of one stop. <br />
<br />
'''Possible Causes:''' <br />
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like "Take from Stockpile #1".<br />
* The take conditions must correspond with the contents of the stockpile.<br />
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.<br />
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).<br />
<br />
'''Symptom:''' A dwarf picks up the minecart and carries it to its destination.<br />
* See [[#Quirks|Quirks]]<br />
<br />
=== Danger ===<br />
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.<br />
<br />
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even <s>better</s> worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, "Accidental grapeshotting of the dining room should be possible now."<br />
<br />
Of course, the danger of using minecarts means they can also be [[Trap_design#Minecart_launcher|used as weapons]] by imaginative players.<br />
<br />
== Advanced usage and automation ==<br />
Minecart-specific effects are implemented via track stops, rollers and [[pressure plate]]s with "track" condition set. Since all three are considered [[building]]s, they can't be built on the same square (however convenient track stop + pressure plate would be) nor a simple ramp, and are removed by {{k|q}} {{k|x}}. <br />
<br />
=== More on Track stop === <br />
Track stops are constructions that allow further automation of minecart systems via adjustable features such as braking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction and dumping On or Off (trigger state is inverted: switch On = track stop Off). <br />
<br />
If a [[stockpile]] is placed on the tile that a track stop is set to dump to, it can act as a [[Exploit#Quantum_stockpiles|quantum stockpile]] and any items dumped from a minecart that match the storage settings of the stockpile will remain there and accumulate. Normally trackstops are built on top of existing track to operate on moving minecarts, but they can also be used without tracks to create [[Exploit#The_Minecart_Stop|automatic quantum stockpiles]] (see also [[#Example|route example]]). It is not always desirable to collect ALL of certain items into one quantum stockpile, such as when distributing a material to multiple separate industries. You can link your quantum stockpile to various other stockpiles, ensuring that your dwarves will keep them supplied as necessary. Because quantum stockpiles never fill up like regular stockpiles, it may be a good idea to add a switch to turn them off. <br />
<br />
Items dumped from a minecart at a track stop (or dumped by any other means) into open space fall through z-levels until they land on a solid surface. Items falling onto a designated [[stockpile]] will automatically be considered part of that stockpile, even if the stockpile is set to disallow those items (they will, however, be automatically moved to a more appropriate stockpile, if available). Items falling on top of a minecart will '''not''' fall "inside" the minecart. Use with caution; dwarves have fragile skulls.{{bug|5945}}<br />
<br />
=== Automated propulsion ===<br />
==== Roller ====<br />
{{Machine component|name=Roller|key=r<br />
|construction=<br />
* 1 or more [[Mechanism]]s<br />
* 1 [[Rope]]<br />
|construction_job=<br />
* [[Mechanic|Mechanics]]<br />
|power=Uses 2 power per tile (independent of speed).<br />
}}<br />
<br />
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built over the top of existing tracks with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction and variable-speed, all traits that can be set at construction time; a roller uses two units of power per tile it is long. <br />
<br />
Rollers do not provide acceleration but rather set the cart's velocity to a new value: if a cart moves across an active roller in the direction the roller works and moves slower than the roller's specified speed, the cart will be set to the roller's speed. Carts going faster than the roller are unaffected. A cart going against a roller's movement direction will be sent back the way it came (once again at the roller's speed), unless it was moving extremely fast, well over derailing speed. A cart crossing over a roller perpendicular to its current movement direction will gain the roller's amount of speed in the perpendicular direction without directly changing its forward motion. Without an adjacent wall to constrict its movement, this will typically send a cart off the rails on a diagonal path, completely unable to follow any tracks until it collides with a wall or is otherwise brought to rest.<br />
<br />
Rollers may be placed directly on ramps to help pull carts up Z levels. Currently rollers can only be placed on up or down ramps or open spaces if this results in being connected to existing powered components (gears, axles, or pumps). For that matter, rollers themselves transfer power along their sides but not from their front or back (the edges on the track) - the opposite of how horizontal [[axle]]s work. Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s. Rollers can be constructed over trackless floor or without any floor at all (supported by other machinery) but will not affect carts in either case.<br />
<br />
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &mdash; this allows a one-way track to be used in both directions. In addition, rollers do not affect minecarts when disengaged: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.<br />
<br />
Rollers cannot be powered from above.<br />
<br />
==== Impulse ramps ====<br />
Carts can be given momentum without rollers or changing z-level through a phenomenon called "impulse ramps". If a cart derails onto an upward ramp, the ramp accelerates the cart as though it was dropping a z-level, even if the cart doesn't actually change z-level at all.<br />
<br />
Example of straight impulse acceleration:<br />
<br />
{{diagram|spaces=yes|\<br />
▒▒▒▒▒▒▒▒▒▒<br />
═╚╚╚╚╚╚╚╚╚╚═<br />
═ : Normal track <br />
╔,╚,╗,╝ : N/E Track/Ramp<br />
}}<br />
<br />
If a cart enters from the left, it will speed up on every track/ramp and exit to the right going very very fast. <br />
<br />
The other crazy thing about impulse ramps is that they produce slightly more acceleration than it takes to move a cart up one ramp. So you can just make an upward spiral alternating impulse ramps and regular upward ramps. It takes no power, is quick and cheap to build, requiring only channeling and track carving, and the cart goes up fast, but not so fast that it launches its contents.<br />
<br />
Example of an impulse elevator:<br />
<br />
{{diagram|spaces=yes|\<br />
z +0 z +1 z +2 z +3<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
░╔░░░ ░▼╚╗░ ░░▼▼░ ░░░░░<br />
░╝░░░ ░▼░░░ ░░░╔░ ░░░▼░<br />
░▼▼░░ ░░░░░ ░░░╝░ ░╚╗▼░<br />
░░░░░ ░░░░░ ░░░░░ ░░░░░<br />
<br />
░ : Wall<br />
╔,╚,╗,╝ : Track/Ramp<br />
▼ : Down Ramp (empty space)<br />
}}<br />
<br />
=== Controlling traffic ===<br />
<br />
==== Switching ====<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be <s>dangerous</s> [[fun]], however. <!-- How, exactly? --><br />
<br />
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long sections of constructed track.<br />
<br />
A rudimentary track switch can be constructed by building a T-junction as illustrated below.<br />
<br />
B╥ B╥<br />
║ ║<br />
║ -> ║<br />
║ ║<br />
A╞════╚════╡C A╞════R════╡C<br />
<br />
The 'R' is roller pushing from East to West.<br />
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.<br />
<br />
This switch has a disadvantage - it requires power. An alternative non-powered solution uses controlled derailment, or a connecting bridge.<br />
<br />
B╥<br />
║<br />
║<br />
A╞════╝D ════╡C<br />
<br />
Here the track between A and C is not continuous. The only continuous track is A->B, with a corner (not a T section). Fast moving carts will tend to derail at D and rejoin the track to C. Placing a door at D will prevent the derailment, so the cart continues to B. The door is operated by mechanisms elsewhere (typically, a lever, but some fun can be had with pressure plates).<br />
<br />
If carts are moving too slowly to reliably derail at the corner, a retractable bridge may be used as a connector between A and C. <br />
B╥<br />
║<br />
║<br />
A╞════bbb════╡C<br />
The bridge must overlap the corner so that it acts as if a T junction track when extended. When retracted, the corner reappears, so the slower carts will continue to B.<br />
<br />
==== Controlling Speed ====<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
<br />
Minecarts can reach extremely high speeds, especially when descending multiple Z-levels. A minecart will derail at a track corner if its speed exceeds 0.5 m/s (here m/s really means tiles per step), '''unless''' the route in the direction of travel is blocked:<br />
<br />
Will derail at > 0.5 m/s:<br />
<br />
in ═╗-> <br />
out<br />
<br />
Will not derail at > 0.5 m/s:<br />
<br />
in ═╗O<br />
|<br />
v<br />
out<br />
<br />
O is wall.<br />
<br />
This behavior can be used to build a "speed limiter", that will ensure that when a minecart exits it is traveling below derail speed:<br />
<br />
OOOO<br />
in ═╔═╗O<br />
out ═╬═╝O<br />
O╚S╝O<br />
OOOOO<br />
<br />
O is wall, S is a Track Stop set to High Friction or lower. If the minecart is traveling below derailment speed it will not be affected.<br />
<br />
=== Loading liquids ===<br />
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold enough magma to increase the depth of a single tile by 2. This amount is listed as 833 units, which weigh 999Γ. An iron or steel cart filled with magma weighs 1313Γ. An adamantine one weighs 1007Γ.<br />
<br />
== Quirks ==<br />
This little quirk concerns dwarf managed minecarts and may or may not apply to automatic minecarts. If a track which was previously open becomes blocked (ex. flipping a switch connected to a floodgate you've built on the track to raise it) and the conditions for departure are met, instead of refusing to ride/guide the minecart or ride/guide it until it reaches the obstacle, the dwarf will pick up the minecart off the tracks and haul it to its scheduled destination on foot. If the distance is long enough and the weight of the cart heavy enough (due to being filled with heavy items such as stones), the dwarf may drop the cart because of fatigue/hunger/thirst before reaching the destination. This will cancel that vehicle setting job and make another dwarf come by and attempt to haul the cart to the nearest appropriate stockpile where another dwarf will pick up the cart and attempt to haul it to its initial stop. If the stockpile is far enough from initial stop, this second dwarf who is attempting to place the minecart on its tracks may also drop the minecart out of fatigue/hunger/thirst creating a loop that will go on until a dwarf with enough endurance manages to place the minecart where it belongs.<br />
<br />
In fact, it seems dwarves are more than happy to attempt to carry a minecart from one stop to another even if just waiting until the track is open again would be the more sane option.<br />
<br />
Dwarves will also carry a minecart to its next stop if the direction specified is incorrect (or invalid). This can often occur when using the default departure settings and forgetting to set the direction of each condition.<br />
<br />
== Physics ==<br />
<!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --><br />
<br />
Minecart physics depend greatly on the departure mode set in the route stop conditions.<br />
<br />
When set to "Push" or "Ride", minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.<br />
<br />
The difference between "Push" and "Ride" is whether the dwarf will go along with the cart or not. When set to "Push", the dwarf will give the cart an initial push, not enough to go up a ramp, but enough to go some way along flat track, and the dwarf will remain at the first stop, ready for a new job. When set to "Ride", the dwarf will give the cart the same initial push and then hop aboard the cart riding with it to the next stop.<br />
<br />
When set to "Guide", minecarts seem to ignore all laws of physics. They:<br />
*Ignore the weight of any and all items inside. Therefore:<br />
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.<br />
*Ignore working rollers.<br />
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.<br />
*Will go up ramps like nobody's business.<br />
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.<br />
<br />
Some samples with behavior:<br />
<br />
A <-> B A <-> C A <-> B<br />
B╥ B╥ B╥ <br />
║ ║ ║ <br />
A╞══╝ A╞══╩══╡C A╞══╬╗<br />
You can only go A->B ╚╝<br />
Works when the cart Works <br />
is in Guide mode. <br />
<br />
In the second example above, if you attempt to "Push" from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].<br />
<br />
=== Skipping ===<br />
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].<br />
<br />
=== Track Jumping ===<br />
If a minecart encounters the end of the track or a T junction with no "exit" in its movement direction, it will simply leave the track and continue on its course in a straight line until it encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track even if the tile at which it joins the new track instantly sends it around a corner.<br />
<br />
=== Falling ===<br />
When falling, a minecart appears to cause no damage upon collision, possibly to allow cart "stacking" across Z-levels. [http://www.bay12games.com/dwarves/#2012-04-06] A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage. Minecarts can fall through up/down stairs.<br />
<br />
=== Stacking ===<br />
If a minecart lands on top of another minecart, they may form a stack, with the upper cart on the z-level above the lower. Subsequent carts do not form a stack, but rather quantum stockpile in the same space. This behaviour is useful for [[megaprojects]] and [[trap design]] with minecarts as the weaponry.<br />
<br />
These minecarts on the upper level generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.<br />
<br />
=== Numbers behind the scene ===<br />
<br />
According to [http://www.bay12forums.com/smf/index.php?topic=112831.msg3536975#msg3536975 this post]:<br />
<br />
The minecart has a variable for speed. Speed is measured in tiles/100000 ticks, so a speed of one hundred thousand means one tile per tick. The maximum speed is 270,000. You can hit it exactly by going down enough ramps.<br />
<br />
Every tick the cart accumulates distance units, as well as slows down depending on current title (speed is reduced by "friction" of the tile). Once cart accumulates 100000 distance units, it moves to the next tile (or several tiles in case of great speed). Since most deceleration and acceleration is applied per step, with the notable exception of corners, a cart going at twice the speed of another one can cover about four times the distance in a straight line, but only twice the distance along a winding track with very many corners.<br />
<br />
When cart is pushed, it will start in the middle of the next tile (so it takes only half of 100.000 to get past it), with the speed of 20000-10 = 19990.<br />
<br />
Friction of tiles:<br />
{| class="wikitable"<br />
|-<br />
! Tile<br />
! Friction<br />
! Comment<br />
|-<br />
| Tracks<br />
| 10<br />
|-<br />
| Ground/Floor<br />
| 200<br />
|-<br />
| Unusable ramp<br />
| 10<br />
|-<br />
| Upwards ramp<br />
| 4910 (4900+10)<br />
|-<br />
| Downwards ramp<br />
| -4890 (4900-10)<br />
|-<br />
| Corner track <br />
| 10<br />
| Speed reduced by 1000 upon leaving the corner tile<br />
|-<br />
| Track stop (highest)<br />
| 50000<br />
|-<br />
| Track stop (high)<br />
| 10000<br />
|-<br />
| Track stop (medium)<br />
| 500<br />
|-<br />
| Track stop (low)<br />
| 50<br />
|-<br />
| Track stop (lowest)<br />
| 10<br />
|-<br />
| Water<br />
| Additional (WaterLevel - 1) * 100<br />
| [[#Skipping|See Skipping]]<br />
|-<br />
| Magma<br />
| Additional (WaterLevel - 1) * 500<br />
| [[#Skipping|See Skipping]]<br />
|-<br />
| Empty space<br />
| 0<br />
|}<br />
<br />
== Adventure mode ==<br />
In addition to being used for hauling, minecarts can also be ridden in [[adventure mode]]. (Adapted from [http://www.bay12forums.com/smf/index.php?topic=122903.0 this forum thread])<br />
<br />
# If the minecart is in your inventory, drop it. If it is already on the ground, proceed to step 2.<br />
# Press {{k|u}} when you are 1 tile away from the minecart (or standing on the same tile as the minecart).<br />
# You will be presented with the following options:<br />
[[File:minecart adventure mode menu.png|left]]<br />
{{clear}}<br />
* If you {{DFtext|Push}} the minecart, it will move a few tiles in the direction you chose. Physics comes into play here, so it will gain/lose speed depending on the usual factors. <br />
* If you {{DFtext|Ride}} the minecart, you will hop into the minecart, even if you were a tile away, and it will move in the chosen direction with you in it. It will gain/lose speed depending on the usual factors. Whilst the minecart is in motion, you should press {{k|.}} to skip your turn; if you attempt to move whilst the minecart is still in motion, the laws of physics come into play, and you will take [[wound|damage]]. Alternatively, you can push the minecart whilst it's still in motion (although it's unclear how one can bend [[physics]] so as to push a moving minecart whilst inside the minecart). If you push it in the same direction you are already travelling in, you will greatly increase the minecart's velocity. You can also push it in different directions, and this will cause it to gradually change direction-the amount of pushes this requires depends on the minecart's velocity. Once the minecart has stopped moving, you may move out of it safely, or you may want to give it another push. Note that if you push a minecart right after having ridden it (still on the same tile as the minecart), it will act as though you chose to ''ride'' it.<br />
<br />
If you want to test this out without creating an adventurer, the [[object testing arena]] allows you to spawn minecarts ({{k|k}}-{{k|c}}-{{k|n}})<br />
<br />
== Bugs ==<br />
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.<br />
*Tracks block wagon access to trade depots.{{bug|6040}}<br />
** This can be avoided by using [[bridge]]s, which also function as tracks (but do not block wagons).<br />
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door.{{bug|6056}}<br />
*The game will repeatedly crash after a while if a minecart assigned to a route gets [[Steals items|stolen]] or [[trade|traded away]].{{bug|6242}}<br />
<br />
<br />
{{Category|Fortress mode}}<br />
{{Category|Interface}}<br />
<br />
[[ru:Minecart]]</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Wood&diff=189507v0.34:Wood2013-07-05T19:38:42Z<p>91.64.128.66: updated for 0.34.11 - obsidian shortsword useless now, coal produces more fuel</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional}}<br />
<br />
'''Wood''' is produced by [[designation|{{Key|d}}esignating]] [[tree|{{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.<br />
<br />
Only [[nether-cap]] wood is [[magma-safe]].<br />
<br />
"'''Timber'''" is the name of the ninth month of the dwarven [[calendar]], covering late Fall.<br />
<br />
==Growing==<br />
<br />
[[Tree]]s start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Frequent unit movement over a square with a sapling will likely kill the sapling, leaving you with a dead sapling occupying the square for a time. <br />
<br />
Saplings will randomly appear in appropriate above-ground [[soil]] to provide a slow (but steady) supply of wood. Saplings will begin to appear in below-ground soil and [[mud]]dy underground rock only once you have hit the [[caverns]]. <br />
<br />
Full grown trees will impede units' movement and can block the path of wagons, making your [[trade depot]] inaccessible. Be sure to clear trees out of active corridors. <br />
<br />
==Sources==<br />
<br />
Besides cutting down trees, wood (and some wooden goods, such as [[barrel]]s) is often available from the [[elf|elven]], [[dwarf|dwarven]] and [[human]] [[caravan]]s. Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your [[wood industry]]. The [[wagon (embark)|wagon]] you start the game with can also be dismantled for three logs.<br />
<br />
==Considerations==<br />
<br />
===Reasons you need wood===<br />
*To build [[bed]]s<br />
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground<br />
*To build [[water wheel]]s and [[windmill]]s, as well as [[axle]]s<br />
**Without wood, you cannot generate ''or'' transfer [[power]].<br />
*To build [[siege engine]]s and ballista bolts<br />
**These can be very effective defenses when traps fail.<br />
*If you want [[obsidian]] [[short sword]]s, they require one obsidian stone and one wood each (these swords likely consist of a wooden hilt with an obsidian blade or, as a more exotic alternative, a thin wooden "paddle" with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]). In 0.34.11, those only have novelty value, all metal weapons are superior.<br />
*To be burnt for [[ash]], which is used in [[Glass_industry|glass making]], [[Soap|soap making]], [[Glazing|glazing]], and for fertilizing crops.<br />
<br />
===Reasons you want wood===<br />
*It is simpler to make items from wood.<br />
**It only takes one log to produce a [[bin]], [[cage]], [[wheelbarrow]] or [[minecart]]; but if you forge them instead then they'll take two or three metal [[bar]]s. Wooden tools are also much lighter than the metal alternatives (apart from adamantine), which is a large benefit when the items are moved by hand.<br />
*All metalworks ([[smelter]]s, [[forge]]s), [[glass]]works and [[ceramic]] [[kiln]]s are either coal-[[fuel]]ed or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or [[magma]] (and [[charcoal]] or [[bituminous coal|coal]] for [[steel]]).<br />
*Wooden training [[weapon]]s can be used for military training started shortly after embark should you feel the need.<br />
*[[Crossbow]]s can be made from wood (or [[bone]]) and may be preferred if you have a skilled [[bowyer]] but not a skilled [[weaponsmith]].<br />
<br />
===Reasons you don't need much wood===<br />
*While beds, axles, windmills, water wheels, siege engine parts, and ballista bolts absolutely require wood, and soap, clear and crystal glass and fertiliser are based on wood ash, almost every other wood product has non-wood alternatives.<br />
** In particular, [[barrel]]s can be replaced by stone [[pot]]s without having to use either fuel or magma.<br />
*Once you have [[magma]] then you don't need wood for fuel. If you have coal, you can get by with much lower wood usage until the deposits run out. If you have both, you shouldn't need wood to produce metal or [[steel]] products.<br />
**([[Bituminous coal]] ''without'' magma produces eight units of fuel per stone,, [[lignite]] four.)<br />
<br />
==Weight==<br />
The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate [[tree]]. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron. Feather tree wood is the lightest, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250. Candlenut (140), and glumprong (1200) are also notable. However, since average wood is relatively light to begin with, with the possible exception of wood [[hauling]], this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.<br />
<br />
{| style="margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;" class="wikitable sortable"<br />
|- style="background:#F2F2F2;text-align:center;"<br />
!style="border:1px #AAA solid;padding:0.2em;"| Wood Type<br />
!style="border:1px #AAA solid;padding:0.2em;"| Density<br />
!style="border:1px #AAA solid;padding:0.2em;"| Color<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Ash (tree)]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Pale Brown|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Saguaro]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 430<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Ecru|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Oak]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 700<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Auburn|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Maple]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 540<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Rust|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Chestnut]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 430<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Chestnut|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Candlenut]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 140<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Ochre|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Palm]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 680<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Taupe|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Rubber tree|Rubber]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 490<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Flax|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Alder]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 410<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Tan|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Birch]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 650<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Umber|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Black-cap|Black-Cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 650<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Black|0:1}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Acacia]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Peach|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Cacao tree|Cacao]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 430<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Chocolate|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Cedar]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 570<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Olive|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Feather tree|Feather Tree]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 100<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Cream|7:1}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Fungiwood]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Lemon|6:1}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Glumprong]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 1200<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Purple|5:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Goblin-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Red|4:1}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Highwood]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Brown|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Kapok]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 260<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Tan|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Larch]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 590<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Light Brown|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Mahogany]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Mahogany|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Mango_tree|Mango]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 520<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Burnt Sienna|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Mangrove]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 830<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Taupe|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Nether-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 550<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Dark Indigo|1:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Pine]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 510<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Beige|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Spore tree|Spore]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Teal|3:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Tower-cap]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 600<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|White|7:1}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Tunnel tube|Tunnel Tube]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 500<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Violet|5:1}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Willow]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 390<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Tan|6:0}}<br />
|-<br />
|style="border:1px #AAA solid;padding:0.2em;"| [[Blood thorn]]<br />
|style="border:1px #AAA solid;padding:0.2em;"| 1250<br />
|style="border:1px #AAA solid;padding:0.2em;"| {{Tile|Crimson|4:0}}<br />
|}<br />
<br />
== Biomes ==<br />
*[[Temperate]] forest<br />
*[[Tropical]] forest<br />
*[[Taiga]]<br />
*[[Flatland]]<br />
*[[Swamp]]<br />
*[[Desert]]<br />
<br />
<br />
'''See also:'''<br />
:* [[Wood industry]].<br />
<br />
{{Wood FAQ}}<br />
<br />
{{Category|Materials}}</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Mandate&diff=189505v0.34:Mandate2013-07-05T12:11:36Z<p>91.64.128.66: re-worked for 34.11. mainly no more mandates for materials, but also other odds and ends like no more mandates from spouses.</p>
<hr />
<div>{{quality|Exceptional|17:46, 5 September 2010 (UTC)}}{{av}}<br />
A '''mandate''' is a [[noble]]'s request that your [[dwarves]] produce a certain item or type of item, or an [[Trading|export]] ban on certain items. Starting nobles such as the [[expedition leader]] will not make mandates, upgraded nobles like the [[mayor]] will. Fulfilling the mandate gives the noble a happy [[thought]].<br />
<br />
Mandates should not be confused with [[demand]]s.<br />
<br />
Only some nobles make mandates, and the number of mandates that can be active simultaneously varies:<br />
* '''1 mandate:''' [[Baron]] , [[Mayor]]<br />
* '''2 mandates:''' [[Count]] <br />
* '''3 mandates:''' [[Duke]] <br />
* '''5 mandates:''' [[Monarch]] <br />
<br />
Mandates are announced at the bottom of the screen, but if you miss the message, you can see if a noble is mandating anything on the [[nobles screen|noble's screen]]. If the uppercase bracketed word '[MANDATE]' next to a noble's name is grey, he is making no mandates. If brown, he is making a production mandate, and you have a lot of time to complete it. If yellow, you have a season or two before the mandate expires. If red, the mandate will expire very soon. If white, then it is an export ban.<br />
<br />
== Production Mandate ==<br />
<br />
When a noble makes a production mandate, you will have about a year {{verify}} to fulfill it. These mandate the production of certain goods, specifying the desired type, just like export bans. In previous versions, items (of any type) of a desired material could be mandated. This is no longer possible in 34.11.<br />
<br />
Getting the required items from a [[caravan]] will not fulfill a mandate.<br />
<br />
If a production mandate expires without being fulfilled, the noble will get an unhappy [[thought]], and one or more dwarves will be sentenced to punishment for the 'violation of production order' [[Justice|crime]]. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If the noble can't sentence any dwarves for punishment because all your dwarves are nobles, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.<br />
<br />
Delaying fulfillment of a production mandate may prevent another, worse, mandate from being enacted (for a few months, at least). The color of the mandate indicator on the Nobles screen changes from brown to bright yellow to red, as the deadline approaches.<br />
<br />
You can determine your progress towards fulfilling the mandate by viewing the {{k|n}} (then hit enter on the Noble with a mandate), and you will see the mandate listed like this example "Mandates: Make floodgates (2/3)", where in this example we have produced one floodgate and still need to produce two more.<br />
<br />
== Export Bans ==<br />
<br />
Export bans forbid the export of a certain item type, like [[armor|greaves]].<br />
<br />
Violating an export ban by [[trade|trading]] any of the item away is a [[Justice|crime]] for each of the haulers who brought a prohibited item (that was sold) to the [[trade depot]] - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). While selecting goods to be brought to the depot, the "culling on mandates" option will prevent banned objects from being selected, though if a finished goods bin contains a single banned object, the entire bin will be excluded. Items that are subject to export bans are displayed in purple text in the trade window. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves '''will''' be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders; if a good was ''offered'', then nothing can be done (aside from exploiting various oddities in the trade system, or arranging an [[unfortunate accident]]). Oddly, trading banned items which were carried to the depot in [[bin]]s (but not the bins themselves) does ''not'' result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it; however, the noble that issued the mandate will receive an unhappy thought that nobody could be punished.{{verify}}<br />
<br />
== Mandates & preferences ==<br />
Personal [[preference]]s determine what type of items a noble bans for export or wants to have produced via mandates. Nobles with a preference for a specific item will either ban that item or mandate its production. Nobles with no preference for a specific item type will never issue any mandates.<br />
<br />
Nobles with preferences for items you don't want excluded from trade or that are just too hard to produce (a judgment call) will be a problem for your fortress. You have, however, (limited) control over choosing one noble who makes mandates, for example when appointing your [[baron]], or overriding dwarven elections by appointing a [[Mayor]] you prefer. Choose your baron or mayor wisely: take a look at their preferences, and decide if they might be a problem. Large gems for example are only created very rarely and randomly when cutting up rough gems at a [[jeweler's workshop|jeweller's shop]], so receiving regular mandates for the production of two or three of them can take inordinate mining and gem-cutting efforts. But even a ban on the export of [[mug]]s can be a problem if a fort relies on them as a trade good. If unavoidable, such nobles may be destined for an [[unfortunate accident]] - for the good of the fortress as a whole.<br />
<br />
{{Category|Nobles}}<br />
{{Category|Justice}}</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Pearl&diff=189504v0.34:Pearl2013-07-05T11:44:08Z<p>91.64.128.66: Removed obsolete reference to mandates. Material types cannot be subject of mandates any more, only of the largely harmless demands.</p>
<hr />
<div>{{av}}<br />
{{Quality|Fine|13:16, 22 June 2010 (UTC)}}<br />
<br />
'''Pearls''' are mythological objects that don't actually exist in the game as of yet, though they are likely to feature in a future release.<br />
The [[raw file|creature definitions]] for the [[mussel]] and [[oyster]] indicate that they leave pearls with a <tt>[PEARL]</tt> tag, but the tag is unimplemented, they do not actually appear in the game, there is no accessible job for harvesting them, and pearls don't have a (probably necessary) [[material]] definition. However, orders to "decorate items with pearl" can still be issued from a [[Craftsdwarf's workshop]] and dwarves can still have [[preference]]s for the non-existent material. In the realm of organic materials that have yet to be implemented, pearls sit adjacent to [[amber]] and [[coral]]; all three have been present since initial release, but none have yet been established into the game.<br />
<br />
{{Category|Myth}}</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Decoration&diff=189503v0.34:Decoration2013-07-05T11:37:39Z<p>91.64.128.66: Decorating with the material the object is made of is generally impossible. That's not specific to metal. You can decorate a goat _horn_ craft with goat _hoof_, but that's because the game considers these materials as different.</p>
<hr />
<div>{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}<br />
<br />
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly adds to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.<br />
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There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul "menaces with spikes of steel." Adding decorations to an item does not increase its weight; this may be a bug. Decorations on "grey" items (with brackets) that were gained in battle, stolen from or traded with a [[caravan]], certify the product as "home-made" (brown), and make it count for your exports.<br />
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You cannot specify a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (yes, that will ''always'' be a barrel). With the addition of linked [[stockpile]]s, it is possible to set up a stockpile that will lend its contents to beautification; this sounds easy and nifty but isn't; it's a pain to set up and keep track of. In the past, locking all the desired content up, including the workshop and misbehaving dwarf, was the way to go. This still works.<br />
<br />
== Types of decoration ==<br />
<br />
;Bone, Hoof, Ivory or tooth, Pearl, Shell, <br />
: At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]]. You cannot choose what kind of object to decorate. Decorating with bone uses up a whole stack of bones. {{Bug|2011}}<br />
<br />
;Gem<br />
: At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo. Requires [[gem setting]].<br />
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;Metal studs<br />
: At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]].<br />
<br />
;Cloth<br />
: At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto clothing items (including leather armor) and bags. Requires [[clothier|clothesmaking]]. <br />
<br />
;Leather<br />
: At a [[leather works]], leather images can be sewn onto clothing items in the same manner as cloth, with the same restrictions. Requires [[leatherworking]].<br />
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{| border = 1 cellspacing="0" cellpadding="5" <br />
| align="center" style="background:#f0f0f0;"|'''Decoration'''<br />
| align="center" style="background:#f0f0f0;"|'''Furniture'''<br />
| align="center" style="background:#f0f0f0;"|'''Crafts'''<br />
| align="center" style="background:#f0f0f0;"|'''Clothing'''<br />
| align="center" style="background:#f0f0f0;"|'''Armor'''<br />
| align="center" style="background:#f0f0f0;"|'''Weapons'''<br />
| align="center" style="background:#f0f0f0;"|'''Ammo'''<br />
|-<br />
| Bone, Hoof, Ivory or tooth, Pearl, Shell || Y || Y || N || || ||<br />
|-<br />
| Gem || Y || Y || N || || || Y<br />
|-<br />
| Metal studs || Y || Y || N || Y || Y ||<br />
|-<br />
| Cloth || Y (bags, ropes) || N || Y || Y (leather) || ||<br />
|-<br />
| Leather || Y (bags, ropes) || N || Y || Y (leather) || ||<br />
|-<br />
|}<br />
<br />
== Bugs ==<br />
<br />
Decorating with bone, horn or hoof uses up the entire remaining stack instead of just one item.{{bug|2011}}<br />
<br />
{{Category|Items}}</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Health_care&diff=189501v0.34:Health care2013-07-05T08:42:40Z<p>91.64.128.66: /* Traction Benches */ Traction takes quite a while to take, yanking a dwarf out after it's been in traction for a week is counter-productive</p>
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<div>{{quality|Exceptional|23:44, 17 April 2011 (UTC)}}{{av}}{{Buggy}}<br />
<br />
A '''hospital''' is a [[Activity zone#Hospital|zone]] designated via the [[Activity zone|zone menu]]. Hospitals use any beds, tables, traction benches, and coffers/bags that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's coffers/bags; you may adjust the desired quantities.<br />
<br />
'''Doctors''' are dwarves assigned to any of the five medical labors: [[wound dresser|dressing wounds]], [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and [[suturer|suturing]]. All doctors in the fortress operate under the instruction of the [[Chief medical dwarf]], an appointed [[noble]]. Doctors <strike>inflict</strike> perform medicine on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not perform any healthcare on animals, despite injured animals "requesting" diagnosis in the [[Health screen|z-health screen]]. <br />
<br />
All beds within a hospital zone are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. <br />
<br />
==Setting up a Hospital==<br />
* Hit {{k|i}} and set up a hospital [[zone]] in the area you plan on having your hospital. Be sure "Hospital" is highlighted. Proximity to [[water]] is a plus, since patients need to be washed and cannot drink alcohol.<br />
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital, plus a few spare that will be occupied by lazy couch-surfers.{{bug|647}} Note that normal beds or [[bedroom]]s can and will accept wounded dwarves whether or not a hospital zone exists, though hospital beds will be preferred if they are free. Doctors do not need a hospital zone, though a lack of equipment will probably limit care options.<br />
* Build containers ({{k|b}}-{{k|h}}) to store hospital supplies. (A small hospital can manage with 2 containers, a fully fledged fortress with an adventurous military may need as much as 8. Also note that some people recommend setting up custom stockpiles instead.)<br />
* Build at least one [[table]] ({{k|b}}-{{k|t}}) for surgeons to perform surgery on. You may perform surgery without tables; it will be more messy.<br />
** Place the tables right next to the beds, or you may get "cancels surgery, patient not resting" spam, as moving the sleeping patient more than one square from the bed to the table wakes up the patient. {{bug|2773}}<br />
** Multiple dwarves may undergo simultaneous surgeries on the same table.<br />
* Build one or more [[traction bench]]es to handle compound fractures when the dwarf requires "immobilization." Remember to check back on the <strike>victim</strike> patient after a while or they may be in the traction bench a long, long time.{{bug|4470}} (Or be lucky; sometimes immobilization requests simply disappear with no bad consequences.) <br />
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.<br />
* Stockpiles are not needed but can be used instead of chests and bags in the hospital zone.<br />
* Assign a [[chief medical dwarf]] (in the [[noble]]s screen) to enable the fortress-wide [[health screen]] as well as invidual dwarves' health summary screens ({{k|v}}-{{k|z}}-{{k|h}}).<br />
* Pick one or more dwarves to be doctors, and enable the health labor(s) on them (through {{k|v}}-{{k|p}}-{{k|l}}). Be sure the diagnosis labor is well covered. Without a diagnosis, patients cannot be treated. If they cannot be treated, they will occupy the hospital area until they die, performing no function. (Any dwarf with the Diagnosis labor enabled can diagnose dwarves, but the Chief Medical Dwarf may impact the diagnosis job creation{{verify}}. Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example washing or suturing.)<br />
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of lack of material. Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.<br />
<br />
== Skills and Injuries==<br />
'''Doctors''' have 5 specialized skills and 2 support healthcare labors.<br />
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[[Diagnostician]] -- [[Surgeon]] -- [[Suturer]] -- [[Wound dresser]] -- [[Bone doctor]] -- [[Feed patients/prisoners]] -- [[Recovering wounded]]<br />
<br />
Those with the '''recover wounded''' labor will attempt to bring a wounded dwarf to the hospital zone, or lacking one to the nearest unoccupied bed. Note that recovering wounded appears to be an extremely low priority task. Since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on another dwarf to move the first.<br />
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A '''diagnoser''' will then identify and prescribe a treatment which any doctor (including himself) may carry out. A dwarf cannot be treated without a diagnosis. Depending on the injury a treatment labor will occur. Diagnosis is often required between procedures as well.<br />
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[[Wound|Injuries]]<br />
:{| border=0 cellpadding=0 cellspacing=1 style="background: black"<br />
|-<br />
|<font color="#ffffff"> '''NONE: No recorded active wounds on the part.'''</font><br />
|-<br />
|<font color="#808000"> '''MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).'''</font><br />
|-<br />
|<font color="#ffff00"> '''INHIBITED: Any muscular, structural, or functional damage, without total loss.'''</font><br />
|-<br />
|<font color="#00ffff"> '''FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or, at least partially intact). '''</font><br />
|-<br />
|<font color="#ff0000"> '''BROKEN: The part has lost all structural integrity or muscular ability.'''</font><br />
|-<br />
|<font color="#808080"> '''MISSING: The part is completely gone. '''</font><br />
|}<br />
If a chief medical dwarf is appointed you can view your fortress' health using the {{k|z}}-status key), or individually by selecting a dwarf and using {{k|w}} for wounds section.<br />
* '''Bones''' can be set and treated by bone doctors depending on severity using thread and cloth for fractures, splints and casts, or traction benches. Grasping is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Caused by [[attack_types#Blunt_weapons|blunt]] trauma.<br />
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured, severe wounds impair grasping during healing. Closed wounds will be dressed by a wound dresser. Caused by [[attack_types#Edged_weapons|slashing]] injuries.<br />
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches. Repair of infected or rotten wounds is treated similarly. Caused by [[attack_types#Piercing_weapons|piercing]] injuries.<br />
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Any dwarves with the Feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default all dwarves start with the non-doctor labors designated. These have no corresponding [[skill]]s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf.<br />
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==Infection==<br />
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding.<br />
<br />
Causes of infection include:<br />
* No cleaning of the wounds.<br />
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source.<br />
* Cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}<br />
* Cleaning without [[soap]].<br />
* <s>Bad luck</s> [[Fun]]!<br />
<br />
== Equipment ==<br />
=== Traction Benches ===<br />
<br />
A '''traction bench''' is used by a [[doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.<br />
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It is constructed in the [[Mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. Note that if any [[Stockpile|stockpiles]] have been linked to "Give" to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).<br />
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Currently there is a bug that may prevent fully healed dwarves from ever leaving the traction bench. {{bug|4470}} Removing the traction bench will free the dwarf. <br />
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Do not be hasty in removing a presumably-stuck dwarf from traction, however. Such treatment takes weeks or months to succeed and removing the dwarf prematurely will undo all the progress that has been made. If the dwarf has been in traction without being diagnosed or otherwise treated for a month and the health screen shows no scheduled treatment, they probably were forgotten and need the traction bench deconstructed to release them.<br />
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=== Casts ===<br />
<br />
Casts are made out of [[plaster powder]] and are used to keep broken bones in their proper place until healed. To store it in a hospital, build a chest or other container inside the hospital zone. Applying a cast also requires a bucket and cloth, and a water source.<br />
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Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled. They can also be bought at embark for 3 points per unit; each unit comes with a free [[bag]].<br />
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=== Splints ===<br />
Splints immobilize limbs that have sustained bone fractures. They allow the broken limb to be utilized until it is fully healed, Dwarves will be able to leave the hospital and resume their normal duties once securely splinted up since by this stage their wounds have already been cleaned, sutured and dressed. Applied by a bone doctor.<br />
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They can be made out of one [[wood]] at the [[carpenter's workshop]] or out of one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. The use of splints seems to be an effective alternative to applying a plaster cast, which are also easier to obtain and prepare. Splints are categorized as [[finished goods]].<br />
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=== Other equipment===<br />
*[[Crutch]]es {{DFtext|┬|770}} help a crippled dwarf walk again.<br />
*[[Table]]s are used to conduct operations on.<br />
*[[Bed]]s are used by patients to rest.<br />
*[[Thread]] is used to suture closed wounds.<br />
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.<br />
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.<br />
*[[Water]] is used to clean wounds, bathe patients and give drink. Patients do not drink alcohol.<br />
*[[Bucket]]s are used to gather and hold the water for its uses.<br />
*[[Container]]s are used to store hospital supplies.<br />
<br />
==Tips for an Effective Hospital==<br />
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.<br />
** Due to an annoying years-old bug, hauling dwarves routinely oversupply hospitals. This can be troublesome in many ways, particularly when all the cloth in the fortress is routed to the hospital, leaving your clothier without clothmaking materials and filling the hospital containers with cloth and thread, which leaves no room for soap. Because of this, ''do not, ever,'' place containers in a hospital zone; instead, designate separate stockpiles nearby for cloth, thread, soap and other hospital implements. Setting those stockpiles to not accept bins or barrels, while space-consuming, can help to visualize the state of hospital stocks and prevent further container-capacity related issues.<br />
**A workaround is to set cloth and thread to 0, add one container which will be filled by other items, and then set the cloth and thread to 1 unit. The hospital will only claim as much cloth and thread as will fit into the container after accounting for the other items.<br />
**Another workaround is to disable hauling for all but one dwarf, since the oversupply problem is caused by the hospital calling all hauling dwarves for a unit of cloth or thread, and all dwarves responding at once, resulting in a unit of cloth or thread for every available dwarf.<br />
**A third workaround is to allow your dwarves to fill up the containers however they want, then use {{k|t}} to examine the contents of the containers and {{k|d}}ump the items that you need to reclaim for other uses. Remember to reclaim the items after they have been dumped.<br />
** It is safe to set the hospital stocks for everything but soap to 0 and then build a container. Soap in the hospital zone is reserved for hospital use and will not be used up by bathing dwarves as stockpiled soap can be.<br />
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which most likely will kill your dwarf. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.<br />
* Put a well inside the hospital for maximum efficiency. Doctors need to wash regularly, and clean water reduces infection.<br />
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast eating freeloaders to block the medical process.<br />
* Consider making use of burrows to ensure your healthcare workers stay in the area. <br />
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McScratched over Urist McBloodFountainTheGushing. A locked door minimizes the mess and thereby infection and allows you to prioritize.<br />
* The Chief Medical Dwarf only enables the Health status screen. The position has no in-game use. Look after your CMDs if you rely heavily on this screen, but otherwise they can be treated as any other dwarf.<br />
** Diagnosis skill level does not affect the diagnosis, only the time it takes for the diagnosis to happen. Embarking with a dwarf skilled diagnosis (and other medical skills) is helpful, both to speed diagnosis and to stave off skill rust when long periods of time go between injuries.<br />
** Also helpful is enabling medical skills on all dwarves in the fortress, which allows medical jobs to be picked up immediately so long as there is an idle dwarf.<br />
* Create "nurses" by setting dwarves to only use the Recover Wounded, Bring Food and Water labors. <br />
** It is important not to distract doctors from treating patients (or other medical helpers such as crutch haulers, or wounded recoverers).<br />
** "Recover wounded", "Give food" and "Give water" are low priority jobs, so it is entirely possible for a patient to starve to death, dehydrate to death, or bleed to death if no one ever gets "unbusy" enough to bring them food, water, or move them to the hospital.<br />
** Similarly, it is important not to put your doctors at risk by recovering wounded in the middle of a battle—if they become injured, they cannot treat themselves.<br />
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.<br />
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile. "Bring crutch" and "Recover Wounded" jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created. Sometimes a second "crutch required" or "recover wounded" request will be generated, but often too late for the patient's full recovery. Best bet is ensure someone (not burrowed) has "recover wounded" enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.<br />
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Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes special "[[raw adamantine|exotic]]" strands. You may want to forbid these during medical emergencies.<br />
<br />
==Bugs==<br />
* Hospital stores more materials than assigned. {{Bug|191}} {{Bug|4406}}<br />
* Dwarves with healthcare jobs will use the closest supplies to do their work, even if they are not stored in the hospital. {{Bug|287}}<br />
* Dwarves will steal items from the caravan and store them in hospital. {{Bug|66}}<br />
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}<br />
* Injured nails can't be fixed by doctors, leading to eventual infection and death. {{Bug|3756}}<br />
* Adamantine thread used for suturing. {{Bug|1346}}<br />
* Wounded [[justice|criminals]] don't get sent to the hospital. {{Bug|3901}}<br />
* Your dwarf may get stuck in traction, even after the wounds have healed. If this happens, simply remove the traction bench. {{Bug|4470}}<br />
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it. {{verify}}<br />
* Purchased plaster powder does not appear in the hospital storage. {{verify}}<br />
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.<br />
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<br />
{{d for dwarf}}<br />
Soap is the only item dwarves will use to sterilize a wound. While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity. Application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma a sacrilege.<br />
<br />
{{Category|Healthcare}}<br />
{{Industry}}</div>91.64.128.66https://dwarffortresswiki.org/index.php?title=v0.34:Thirst&diff=189500v0.34:Thirst2013-07-05T08:10:38Z<p>91.64.128.66: Corrected non-drinking dwarfs: it's not the 'heavy wounds' status, it's the 'resting' job that prevents drinking. Removed the last paragraph. Up to three booze per soldier hardly seem relevant.</p>
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<div>{{quality|Exceptional|18:23, 11 November 2010 (UTC)}}{{av}}<br />
<br />
<br />
[[Image:Thirsty_Dwarves.gif|thumb|left|Dwarves quenching thirst.]]<br />
Dwarves, given time, will eventually get thirsty, as indicated by a blue down arrow blinking over the thirsty dwarf. A thirsty dwarf prefers to drink [[booze]]. If none is available, they will go to the nearest [[water]] source and drink. This is usually a [[well]] inside your fortress, but they will drink from a [[river]] or [[brook]] if there are no wells nearby, and have been observed to drink from [[murky pool]]s if there are no other sources of water. A dwarf can live on water indefinitely if there is no booze to be had, but will get [[thought|unhappy thoughts]] from doing so - dwarves are highly dependent on alcohol.<br />
<br />
Dwarves seem to be capable of subsiding on [[vomit]] and [[slime]] in particularly dire times, though this is traumatizing and will quickly result in [[tantrum]]s and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten and in challenge embark locations.<br />
<br />
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.</div>91.64.128.66